Over the past few days, Lead Encounter Dev Watcher has been explaining the decision behind Ra-den, a heroic-only limited-attempt boss coming in Patch 5.2, who drops only ilvl 541 gear. Many raiders don't have good memories of limited-attempt bosses such as and in Wrath, and the thread tries to alleviate various concerns about limited attempts. Ghostcrawler has also continued posting 5.2 class changes after his huge buff post yesterday, which we've organized by class.

If you're not a raider, Community Manager Crithto has written a blog previewing a laid-back weekend afternoon spent playing Patch 5.2. While the basics are covered such as PvE and PvP dailies, hearthstones and reputation quests at Sunsong Ranch, and new Throne of Thunder raid encounters, there are some less well-known content details, such as the following:

He hints that defeating rare spawns summoned by can drop bags with enchanting mats and gems, but more importantly, a "three-horned dinosaur formed of the darkest crystal," which could very well be .

Green drops from Isle of Thunder trolls were confirmed to use " Zul’Aman raid item appearances, perfect for transmogrification."

On the lighter side of things, our friends at WoW Insider are giving away battle pets! All you have to do is comment on their post before 11:59 PM on February 21.

Finally, if you use Mac OS X 10.6, you'll have to upgrade your system for Patch 5.2--it's no longer going to be supported.

Click the cut to read all the blue posts!

Mac OS X 10.6. No Longer Supported

Takralus

In the upcoming Patch 5.2: The Thunder King, players using Mac OS X 10.6 will be presented with a message stating that we will no longer support Mac OS X 10.6. During this time, you will be able to continue playing; however, Mac OS X 10.6 will no longer be supported. We recommend Mac users upgrade their systems to Mac OS X 10.7.5 (or newer) as soon as possible.

We are giving players advance notice of this change to ensure Mac users have enough time to update their operating systems in preparation for the release of Patch 5.2: The Thunder King. We will provide an additional update when we no longer provide technical support for Mac OS X 10.6. Mac OS X 10.7 and Mac OS X 10.8 will continue to be fully supported per the recently posted Mac OS Support policy here. For more Mac-related information and help, visit the support site.

Ra-Den Limited Attempts

Watcher

So much for surprises. :(

Yes, that is currently the plan.

A few comments on our thinking. First off, I've seen some people quoting a 2010 WoW Dev Twitter chat where we said "Limited Attempts didn't really work out" as one of the WotLK retrospective points. That was true as they were generally utilized in that expansion. In the very same dev chat, we also said "If we do limited attempts again it would probably be limited to optional bosses like ."

Well, guess which boss Ra-den is probably most like?

The actual approach (or really, if you want to be accurate, the Vaelastrasz v1.0 approach) is not one we're likely to repeat. It definitely adds quite a bit of tension, but a narrow time window ends up being more about frantic racing back to the zone, rebuffing, and rushing to pull again, since it's hard to justify time spent strategizing while the clock is ticking. But even worse, a lengthy disconnect or some sort of server issue can completely ruin the entire week's effort. Having your main tank suffer a power outage 10 minutes into your hour on was not a happy time.

Now, as for actual limited attempts, aside from using them a bit too widely in Lich King (including on Normal modes in ), they also largely failed to accomplish their objective of focusing guilds on quality, rather than quantity, of learning attempts and progression. As many people recall, the cutting-edge guilds that were progressing in ToGC or Heroic would commonly learn mechanics, practice execution, and refine strategies on their lesser-geared alts (and/or on Normal mode), before stepping up to risk precious Heroic attempts. That clearly wasn't the intended experience, and just added a layer of nuisance to the whole affair.

In our entire history of using limited attempts, there was only one boss where I'd say they actually worked out fairly well: Heroic . The main reason for this was that you couldn't access Heroic at all unless you defeated , , and on Heroic difficulty as well. And during the first few weeks of Heroic progression, that was beyond the means of essentially all the alt raids out there. After all, the point of running split main/alt raids is to funnel gear to the mains to maximize their effectiveness for Heroic progression, right? So by definition the alts are less geared than the mains, and if the mains can just barely, barely beat something, the alt group is going to be in for a rough time.

As a result, I don't believe we ever saw a single true alt Heroic progression raid. Similarly, I don't think we're going to see alt raids on Ra-den. The number 30 is also large enough that while one accidental pull or disconnect is of course still going to sting, it isn't crippling.

I'd also really like to emphasize that Ra-den is a true bonus boss. Lei Shen is the final boss of , just as was the final boss of Ulduar. Lei Shen offers an epic challenge, and should feel like the pinnacle of the zone as a whole. Ra-den is your reward if you manage to beat the zone on its hardest difficulty -- he's a bonus level. And sometimes the rules are a bit different on those.Thanks for the ongoing discussion -- the feedback is appreciated. A few brief points/responses to the general direction of the discussion:

This system isn't set in stone. Our intent is to release a well-tuned encounter that doesn't have significant bugs. If the first guilds get there, and it turns out that despite our best efforts, we've failed in that goal (a la ), we'll turn off the attempt limit, and that will be that. (I mean major bugs -- if there's something small, we'll wait until the weekly reset and fix it for everyone.) There's no scenario in which the first guilds to get there waste their attempts trying to kill something that's broken; we won't let that happen.

When I say that Ra-den is a "bonus boss" I'm not saying he's optional. Of course I know there's no such thing as an optional boss in progression, and people are very much going to count him as part of the progression race. But if you think back to , he actually wasn't that complicated, or that hard. , with 3 Keepers, or Yogg-1 required you to learn and coordinate far more than . literally had three mechanics to deal with for the entire fight, and in practice most guilds killed him in around 3 hours or a couple dozen attempts. It's just that they were tuned tightly numbers-wise, and the one-hour weekly limit turned what would have otherwise been a single night of progression into three or four weeks. Heroic Lei Shen is a harder and more complex fight than Ra-den, and I'm not going to claim otherwise. Ra-den is just different; he's a bit of a mystery, and something we haven't tried in a while.

Regarding alts: To engage Heroic Lei Shen, you must have killed 11/12 bosses on Heroic in that lockout. To engage Ra-den, you must have killed Heroic Lei Shen in that lockout. I'm incredibly skeptical that anyone is going to manage that with multiple alt clears in parallel, both due to gear disparity and because doing so would mean forfeiting much of the ability to optimize raid composition for progression on the hardest fights.

Finally, we'll see what we can do to minimize the quality-of-life issues here. I can't promise this will be doable until we've implemented it, but we'll try to make sure that very short attempts don't count (accidental bodypulls and such), and that we make an exception to the usual rules and reset shaman at the start of each Ra-den pull.Sure. It's literally the first full paragraph of my first post in this thread. It's a fun example of taking language out of context. (We went on to say specifically that if we ever did use limited attempts again, we'd try it on a Heroic-only -style boss.)

For clarification, is the AoE aspect of going to be increased by this 23% single target buff, or will the AoE coefficient be lowered to compensate?

Single-target buff. That's what I meant by damage to secondary targets remains the same.

However, in case it wasn't obvious, these were all single-target changes. We haven't completed AE, healing or tanking changes. Healing or tanking numbers look pretty solid overall though, so don't expect much change there. (And feel free to disagree, but please provide some kind of evidence to back it up.)

I want to play Unholy!

We buffed Unholy early on in the patch and I did mention disease and buffs as well.

Ghostcrawler

While implementing support for this, I was wondering about a few things:- Does the damage from this scale with SV mastery? (Assuming yes)- Do pet attacks proc it? (Assuming no)- Do dot based abilities proc it on initial application? Do they proc it on ticks? (Assuming yes and no based on the wording, but this is of particular interest to SV with explosive shot and BA)- Can the lightning strike proc ?

All of your assumptions are correct. Lightning Strike cannot proc .

Ghostcrawler

When it feels too expensive though, switch to or just swap to actual heals.

To be technically correct, I should have said -> . We talk about Uplift so often that it has become a thing around the office. I joked about making our next Arena team name .

By actual heals, I meant , or anything that grants chi, assuming you're using on CD already.

Ghostcrawler

- We're worried that we're not going to be able to get the new on PTR in a good place. We still like the goal of giving Ret more damage outside of their long cooldowns, but just brings a lot of benefits that are going to be hard to reproduce in any kind of "build up to burst" mechanic. When faced with decisions like these where the new design isn't a clear win, we think the right decision is to revert the change. It's possible we could buff (the 5.1 version) to 20% damage from 16% damage, but overall it would still probably not get much use in PvP.- However, we haven't given up on the idea of solving Ret's problems of long cooldowns. We are going to try changing the 4pc PvP set bonus to lowering the cooldown on by 1 min. This is a set bonus that has worked out pretty well in PvE and would help Ret keep up pressure more frequently without getting to the point of one-shot abilities.Ret paladin damage will still be outclassed by other melee classes, causing us to be undervalued in the PvE scene, especially with the buffs to DK.

We're not seeing Ret DPS below where we want it on live, except on AE or cleave fights, which these changes aren't targeted to correct. Again, as I mentioned above, you can't just take 5.1 numbers, mentally add these percentages to them and predict 5.2 numbers. I wish it was that easy, but a whole lot of things change. For example, we missed the mark on the current DK set bonuses, and they have been nerfed in 5.2.

Ghostcrawler

- We are going to make the new undispellable.Did I miss a 50% healing nerf somewhere?

Whoops. heals yourself for half, and that's where our numbers came from.

Blue please clarify if mastery will effect .

No. It does on 5.1 but will not in 5.2. When mastery affects it changes the spell from "turn your heals into absorbs" into "use this as a healing cooldown because it makes all your spells stronger."Correction: heals the tank for… 35391*1.1817=41820. Now suppose that crits, for 70782. crit heals the tank for 41820, plus a for… 41820*1.3633= 57012. ( critting is still based on whether the Smite crit).

A bug that's been there since was put into the game? Wow...

It's really an MoP bug. Previously you cast on someone, where the behavior was intended.

I assume it is still going to be calculated as the expected value of the heal cast outside of including crits and any resulting aegis? In that sense it is indirectly affected by mastery as mastery buffs the base value of the heal as well as the aegis portion of the crit.

Yes. on live today doesn't know whether your heal would have crit or not. We're not running a simulation and then intercepting the results and turning them into bubbles -- we're just predicting the average. It shouldn't work any differently. Yes, your crit won't benefit from the bubble part of mastery, but the heal part of mastery should almost entirely offset that.

When healing mastery is useless…

Mastery increases healing. Suppose I have mastery such that my Absorbs are increased by 36.33%, and healing is increased by 18.17% (same values we mentioned yesterday). I for 35391, non-crit. heals the tank for… 35391*1.1817=41820. Now suppose that crits, for 70782. crit heals the tank for 41820, plus a for… 41820*1.3633= 57012. ( critting is still based on whether the crit).

Haste, mastery, and crit will all benefit healing. Yes, when and Bloodlust are stacked, you’ll be GCD capped, so haste isn’t helping you during that brief cooldown window, but that’s a small portion of the overall time.

You stated that shadow priest were overpowered in PVP and yet they received a 20% damage buff and now another 5% overall buff in shadowform how does that make any sense?

We're not convinced that Shadow's OPness in PvP came from overall damage. We think it is probably a combination of many things, and those we hit the hardest were healing and . We did nerf the glyph, which will reduce burst.

(Gròmmash's answer above is good too.)

Ghostcrawler

Does count as haste for the real PPM system?Yes. RPPM uses the highest of all haste/attack speed/cast speed effects.Are there buffs designed to compensate for assassination getting less from the set bonuses?

Partially. This is a challenge for us, because we need to take the set bonuses into account, but everyone needs to function with the old set bonuses as well. We try to look at both situations.

Ghostcrawler

, in metamorphasis form, is . Does the 15% buff apply to the too?

Yes.

Ghostcrawler

Moving back to White swings might be the solution to fixing this problem, but even than it's looking optimal even during CS to use the two stacks of to reduce 's Cooldown.

We did return to white swings and (mastery) at a 10% proc chance. still has a 1 sec GCD and reduces the cooldown of to avoid the 0.5 GCD hole.

We want to be worth using when you don't have procs or when you want to maximize DPS during . We don't want to buff Slam so much that the rotation just becomes MS -> .

Yeah, I'm thoroughly confused to the Fury nerfs after the MINOR buff to WS, a move that is used AFTER everything else.

Sorry, I brought too much focus to that one issue. Fury's DPS was just too high in 5.2 before these changes. It is a little high in 5.1 as well.

Ghostcrawler

MetagemsWe switched to use melee hit/crit instead of spell hit/crit.In order to further discourage the use of these in PvP, the effects are dispellable. Not all of them are Spell Steal-able because frankly some of the effects are too complex to work correctly when stolen.

Ghostcrawler

…based on modeling I've done (with assistance from Theck and Hamlet), actually a Guardian's best trinket for Rage Generation.

will only proc for Str users.

Thoughts on an Unholy Death Knight using and using to maintain these 100% crit chance diseases permanently?

will only proc for Int users.

Ghostcrawler

Could you explain why Balance Druid dots function differently with respect to Crit than every other class' dots? Currently Crit updates dynamically for Balance Druids whereas other classes get snapshot values.

Good question. We decided to dig into all of the dots and found they worked pretty inconsistently. (Consistency isn't always critical because it does lead to a certain amount of homogeneity, but too little consistency can just be confusing too.) We made a pass at all of the class dots and made them snapshot crit chance. This will have implications in any simulations out there.

However, this has some implications on the trinket. We’re tentatively fine with the idea of you seeing that proc go off, and reapplying DoTs which crit for their whole duration, in most cases. There’s a couple cases where those periodic crits cause other effects, which end up being very powerful. For example, a Balance Druid can now apply and , and pretty much chain instant Starsurges for 15 sec, many of which are extending that and , probably out to 20-25 sec. That’s extremely strong, but we’re going to try leaving it alone for now.

The one which is simply too strong to leave is for Shadow. For Shadow having and the PvE set bonuses would mean that every tick guaranteed crits, so spawns a , which has a 65% chance of extending and . And the ticks have a 10% chance of spawning a as well. And both can trigger a mastery tick, both of which can also spawn another . The net result is that the feedback loop is so strong that in attainable gear, it’s net positive, resulting in and lasting forever (or at least until you get very unlucky and get a long string of failed procs, which will probably take several minutes to happen).

Since 100% crit and that never need to be refreshed is a wee bit too strong, we’re building in a failsafe. We’re fine with you getting a normal / duration of all crits, but not forever. When extends and , and that DoT has already lasted longer than its normal duration, it will recalculate its crit chance. The result should be that the trinket procs, you reapply /, and get 18/15 sec of crits, then they drop to your normal crit chance.

A Day on the Isle of Thunder

Crithto

There, on the horizon to the Northwest, do you see it? Daggers of lightning spear through clusters of dark clouds filling the air with electricity you can almost feel crackling against your skin. There’s a sense of foreboding that clings, and something else…

Act I: The Premise

Let me tell you a tale. To set the scene, Rise of the Thunder King: Patch 5.2 is live and we’re a week into the new content. It’s a typical Saturday afternoon and as I fire up my computer, I can feel relaxation set in as my mind ponders the many things I hope to accomplish in game.

Act II: Adventure is Not a Four Letter Word

I’m itching to head to the , but I know I have time to weave in a few other day to day quests and tasks. Being a farming nut I have some crops I want to tend to first!

The Valley of the Four Winds has always felt like a place of such great harmony. My kinship with of the Valley was quickly forged the very first time I travelled through the area, and I quickly worked toward becoming Exalted. Being Exalted with and having all four plots unlocked, I was able to purchase the farm, and I’m happy I get to call this place home (not to mention set my Hearthstone here!).

Right, first thing’s first: It’s time to till! The crops I planted yesterday are ready for harvest, and I want to make sure I plant some more today before heading out. With the patch you can now take work orders for various factions, allowing you to gain rep just by growing crops! I begin plowing my field, and much to my delight with each pass of the plow the are knocked out of their stunned and damaged. Huzzah! This is the point where I realize I’m doing a silly happy dance and force myself to stop out of embarrassment. To no one’s surprise, gazes at me suspiciously while just snorts and gnaws on his cud.

Quickly planting what’s left of my seeds and clearing away obstacles from my growing plants, I hop onto my and make my way to the Shado-Pan Garrison. The portal to the new island is near the Shado-Pan garrison, and since I still want a Shado-Pan tiger of my very own, it’s time to exact some revenge for the Watchers on the Wall! With Tenwu of the Red Smoke at my side and our stealth giving us the edge, we swiftly work through the Sra’thik leaving a trail of lifeless bodies in our wake.

As I head to the portal, members of my guild begin to chatter about tomorrow’s scheduled raid in . Though we’ve dipped our toes into Normal, we’re all pretty casual and still have some gearing up to do before we can make real attempts on the new bosses. A couple people are sharing some tactical ideas with one of our raid leaders. For me, I just make sure I hit hard, avoid standing in bad things, and toss a battle rez should the worst happen. But their impassioned planning gets me thinking: “Tomorrow, Un’sok… tomorrow you will meet your demise.” (You’ll have to picture me with my GRRR face on and my fist clenched in the air for this to be properly dramatic.)

Act III: That Lesson About Being Prepared

After a few moments of silence and as I’m tidying up what’s left of my Shado-Pan tasks for the day, a group begins to form to take on the Thundering Isle in force. We are unable to ignore the haunting calls of the Mogu, the Zandalari, and the terrifying Thunder King. More importantly, the quest hub progression needs our help as our realm works together to conquer Lei Shen’s stronghold, and compelled by our patriotism, we set off. Arriving at the armada just offshore, we’re greeted by a mass of Kirin-Tor and Sunreaver Onslaught leaders, each one providing instruction as to the materials they need and creatures to be decimated. If we’re to battle our way into the Throne of Thunder, now is the time to step up! We report to Lor’themar and he provides us the option to assist in either PvE or PvP quests for that day, and upon completion we’re to receive a chest full of useful items. Today we choose PvE, although certainly many around us have clearly gone the PvP route with yellow-flagged names showing their intent.

We’re all pretty familiar with each other so this should go fairly smoothly. Moving together like a pride of lions, we weave in and out of every obstacle leaving a trail of destruction in our wakes. A few of us earn some green drops from the kills, otherwise they’d be sharded or auctioned, but these hold a specific significance. Some of the green items that drop on this island use the old Zul’Aman raid item appearances, perfect for transmogrification. We complete one of our tasks, then another, and it’s at this moment we finally pause. Just up the path in front of us is the Saurok Cave, and something just doesn’t feel right. We’ve banded together against some pretty vicious foes in our past, but for some reason, this island gives us a chill of fear we’re not too familiar with. Steely and determined, we press forward and continue our attacks.

Trouble! As we’re managing a mass of mobs, along comes a rare spawn which puts a strain on our crew. Fortunately, just up the way is another group of adventurers and they join in to help us take down the beast. Whew! We wipe the sweat from our brows content that we’ve finally completed all of our quests. It’s a moment we can relish and finally catch our breath. Our Druid tank breaks the relaxing silence as he notices a few mysterious items in his inventory. They are called s and can apparently be used to summon a powerful rare creature. It’s at this point I can picture us all having the same look: Eyes squinted with determination, each of us looks around and we nod in unison. Let’s do this!

Tucked away off to one side of the island is a small clearing. It is here we realize we’re able to begin the summoning ritual. With the chance at getting mounts, items, and rep-granting insignias our party chat fills with hopes for the coming kill. Suddenly, popping out of what can only be described as nether, a vicious brute by the name of Kor’dok appears before us. Before we have any time to consider our opponent the fight has already begun, and after an epic battle it concludes. A couple of us get bags filled with gems and enchanting materials, while the tank manages the unthinkable and wins a mount, a three-horned dinosaur formed of the darkest crystal, and guild chat erupts as he links his prize.

As we make our way back towards the armada, I notice a strange key in my inventory. Examining it more closely, I soon discover that it belongs to the Shado-Pan. The rest of my group goes on without me to take on their own adventures for this night, and after a quick discussion with one of the Shado-Pan leaders I’m snuck to a secret location. It’s a single-player scenario, and it’s full of treasure! Glorious and ornate, the room is a spectacle to behold. Littered about me are chests bulging with gold and powerfully rare antiquities, but I have only a short time to grab as much as I can, and the traps that protect the chests are designed to slow my progress. I make it out, alive, with arms full of riches and items.

Eager to continue my evening I queue for the first wing of the Throne of Thunder Raid Finder: Last Stand of the Zandalari. These new encounters test our group fearlessly, and the experience is too much for some to bear. As we fight on we pick up new valiant adventurers, and fight on until we’ve nothing left to fight. At the end of it I’m an ilvl 502 trinket richer, and find myself doing that same embarrassing happy dance I was earlier.

Honestly, I cannot do any of this justice, so I will leave you with these parting words:

Whispers float on the winds of this island of a fearsome reptile, of a celestial spirit that guards a gateway, and of a legend that will weigh heavy upon the minds of triumphant heroes. And while each of these rumors is intriguing, what I’ve shared is but a day in Pandaria—a day that barely scratches the surface of what’s to come. I can feel my heart begin to race at the thought of the adventures I will have, and exploration I will do, once Patch 5.2 comes. And while this story is fiction for the time being, soon it will be reality, and the Isle of Thunder’s mysteries will be revealed!

*Chad "Crithto" Wingerd is a Community Manager for World of Warcraft, and is not a pug in real life.

Hit Rating

Draztal

Hit is a net DPS increase even if you are a spell caster, and depending on the level of gear you're at, you'll probably have to trade off other stats in order to stay above the cap.

It feels mandatory because it makes you fail less attacks against your foes. So, having to keep that number in mind, means that you can't just stack whichever other stat + primary attribute you want all the way to the sky. And even on later tiers you still have to keep that number in mind.

Also, for dual-wielding melee classes, hit has two caps, the "soft" one (which will make your special abilities never miss) and the "hard" one, which makes all your white hits land as well. And deciding if you want less white hits to miss, or 1% more crit can actually be something worthwile to discuss with other players that follow your play style.

Raiding in 5.2

Draztal

Patch 5.2 will reduce the damage and health of bosses on Patch 5.0 raids by 10%. And The 5.0 Raid Finders will have their droprate upped as well. Pair that with Patch 5.2's upcoming Raid Finder (which requires item level 480) and hopefully you'll have more than enough gear in a timely manner to finish whichever bosses you have still left in 5.0 and move on to the :)If they have enough gear to push through certainly they have it to clear the remainder bosses of 5.0 raids once 5.2 has been released. Of course, it's up to each individual guild to do whatever they consider better. If they don't feel like finishing //... more power to them? Those that clear it before current content on normal will get a Feat of Strength called Ahead of the Curve for each of the end bosses in these three raids, too.

Commentaires

Commentaire de Dishaa

Commentaire de Dottzz

on 2013-02-20T12:45:41-06:00

So much to say , but the limit of 15k characters is not enought , so i will try to resume .

Where is my world of warcraft ?

Commentaire de cbatbh

on 2013-02-20T13:03:51-06:00

If they don't feel like finishing Mogu'shan Vaults/Heart of Fear/Terrace of Endless Spring... more power to them? Those that clear it before current content on normal will get a Feat of Strength called Ahead of the Curve for each of the end bosses in these three raids, too.

The way it reads (at least to me) on the FoS themselves, is that each of the three bosses need to be cleared before 5.2 hits. Is this not the case then? do they just need to be cleared before clearing ToT?

Commentaire de Kazlehoff

on 2013-02-20T13:23:13-06:00

Blizzard is continuing to ignore the issues Guardian Druids have i see. looks like I'm still switching to my BrM monk then.

Guardian druids can only maintain there Active mitigation for 45 seconds, due to Savage defense only haveing 3 charges; each charge lasting 6 seconds and taking 9 to reset; and stacks reset one at a time.... after that, you start getting gaps in coverage, leading to Bears taking retarded hard hits once and a while. this means for Single tank fights, or fights where the taunt swap is greater than 40 seconds per tank, guardian druids are the absolute worst tank you can have. blizzard could fix this either by doing away with the SD "stacks" mechanic completely (so we can maintain our active mitigation, like DKs, Warriors, Paladins and Monks can) or at the very least by increasing SD stacks by 50% (so 4 or 5 total stacks, instead of 3.)

Instead, we get a mastery buff (nice, but it doesn't fix the issue at all) and a fix allowing us to not get TRUCKED in world pvp anymore (again, nice, but doesn't fix the issue at all)

Hence why my guild is now taking my monk in HoF and the alt MSV runs, and my bear in ToES (till i gear a bit more) and Heroic MSV work.

I predicted this would happen when blizzard announced 4 specs for druids. Blizzard was going to break bears, then leave them broken for at least half of the expansion.

and here we are... if this is raid 2 of 3 for this expansion (just a guesstimate) and blizzard hasn't done anything yet to fix bears... that's more than half the expac with bears being sub par tanks. yeah, we have fights we do great on, but most of the time we are outclassed by the other tanks.

(also still no fix for fist weapons being boring on monks. fun... i just hope blizzard doesn't drop the ball again and make boring fist weapons the BiS monk weapon again like they did with the current tier.)

Commentaire de Rystrave

on 2013-02-20T13:33:17-06:00

Where is my world of warcraft ?

T'is not yours to claim.

I'm glad Garalon isn't a limited-attempt boss <_<

Commentaire de Starebear

on 2013-02-20T13:33:29-06:00

Do want another Dino:)

Commentaire de IcyFrozen

on 2013-02-20T13:43:34-06:00

Glad to see that the Ret DPS issue has been acknowledged, I don't see Avenging Wrath being the solution though.

I've compared DPS with DKS, Warriors and even Monks with similar gear (mostly LFR, Some normal) and they generally trounce me even with precise rotation following and better enchant/gems. Frankily, the Ret cannot compete currently. Avenging Wrath alone isnt enough to solve that problem, i dont care if its duration is 5 seconds, not the right solution.

Personally I'd like to see more focus put on the Ret Paladins Holy damage generation. I think the real issue with the Paladin is that most of the key Ret abilities were revamped to be based on Weapon Damage in late Wrath, effectively meaning the Paladin is only as good as their current weapon. Don't have the best possible weapon? Then your an inferior damage dealer. This was further aggravated at the start of MoP when a good chunk of the remaining pure damage abilities (like consecrate) were removed. Some modification and increase of the Holy damage generation, mixed with the Mastery effect, would be a better a better, sustainable direction. I can't see how this will break PVP as it still relies on the fundamental damage system.

Commentaire de Tush

on 2013-02-20T14:00:30-06:00

I think rogues attacking cds are too long. I mean 4min really?

I think its way too long when other classes have about 1-2min burst cds.

Also It looks like Blizz hates Mages and want to destroy the whole class. Why cant you love Mages? Is it too much to ask? Also could you please make combat little better for PvP. I'm talking about KS. I hate when hunter/warlock summons thous damn pets which make me to jump on them and reduce my burst from 100% to 0.1%. Could you plase make it jump on one guy? It could be like after 2 FoK it would give buff for 5 sec which would make KS to jump on multiple targets.

Commentaire de Burzolog

on 2013-02-20T15:35:19-06:00

"you'll have to upgrade your system" seems to imply that upgrading is mandatory, but the actual Blizzard post says, "you will be able to continue playing" and "We recommend Mac users upgrade". There's a big difference between having to upgrade and being recommended to upgrade.

Commentaire de oblivionblader

on 2013-02-20T17:00:24-06:00

I don't get what limited attempt boss is. Does that mean I can only kill him a few times and then never be able to fight him again?

Commentaire de moocow

on 2013-02-20T17:25:25-06:00

It means you can only wipe on him 30 times per week.

Commentaire de Azrile

on 2013-02-20T19:06:57-06:00

"you'll have to upgrade your system" seems to imply that upgrading is mandatory, but the actual Blizzard post says, "you will be able to continue playing" and "We recommend Mac users upgrade". There's a big difference between having to upgrade and being recommended to upgrade.

You´ll have to upgrade your system (to continue to be able to receive support).

This is very common in gaming, especially MMOs... and is very similar to what happened with ´dial-up´ in WOW a few years ago. You can still play with dial-up, but it is no longer supported.

Commentaire de Azrile

on 2013-02-20T19:15:55-06:00

I don't get what limited attempt boss is. Does that mean I can only kill him a few times and then never be able to fight him again?

This affects very few people. not many people are going to see a heroic-only end boss.... and the vast majority who do will be doing it once we greatly outgear it,

But for the ultra hardcore, all it means is they can only wipe on the boss 30 times per week. Which still sounds like a lot to me.. once i would start hitting 10-15.. that is time to say, try it next week with better gear.. but meh, I heard how some of the big world-first guilds sometimes wipe 500 times on a boss without giving up for the week.

Commentaire de Saegaron

on 2013-02-21T04:56:02-06:00

So now that the LFR drop rates are going up how about increasing Instances epic drop rates, I have yet to see a single epic drop since the beginning of the expansion!

Commentaire de Kuridormi

on 2013-02-21T07:44:42-06:00

I can't wait until the new patch comes out!

Commentaire de Reebs

on 2013-02-21T09:36:57-06:00

I think rogues attacking cds are too long. I mean 4min really?

I think its way too long when other classes have about 1-2min burst cds.

Also It looks like Blizz hates Mages and want to destroy the whole class. Why cant you love Mages? Is it too much to ask? Also could you please make combat little better for PvP. I'm talking about KS. I hate when hunter/warlock summons thous damn pets which make me to jump on them and reduce my burst from 100% to 0.1%. Could you plase make it jump on one guy? It could be like after 2 FoK it would give buff for 5 sec which would make KS to jump on multiple targets.

I am honestly not sure if serious.

You do realize mages are very rarely below the top 5 dps specs in any patch, right? And that they usually get buffed back up quickly if none of the specs are high? Arcane mage dps is topnotch and retardedly easy to mana manage atm, and Blizzard already said they had some PvP nerfs to warlocks incoming.

Also : "I hate when hunter/warlock summons thous damn pets which make me to jump on them and reduce my burst from 100% to 0.1%. Could you plase make it jump on one guy? It could be like after 2 FoK it would give buff for 5 sec which would make KS to jump on multiple targets." <--- what?

Commentaire de oblivionblader

on 2013-02-21T11:13:41-06:00

This affects very few people. not many people are going to see a heroic-only end boss.... and the vast majority who do will be doing it once we greatly outgear it,

But for the ultra hardcore, all it means is they can only wipe on the boss 30 times per week. Which still sounds like a lot to me.. once i would start hitting 10-15.. that is time to say, try it next week with better gear.. but meh, I heard how some of the big world-first guilds sometimes wipe 500 times on a boss without giving up for the week.

Ha. I'd say if you wipe on a boss that many times, you should just quit til you get better gear. If the limit was like 5 times, that would make it more sensible to call it limited attempt. But like you said, there's those guild that do it like maniacs over and over until they pull it off, so it will effect a small amount of players.